Description

No matter how skilled you are at close-ranged combat, it's never easy to handle multiple enemies at once. This skill helps you slip through dangerous situations. This skill is extremely useful, especially when you've been hit multiple times by the enemy and have fallen to the ground.

Details

The red circle is the range from rank F-6. The blue is the increased range from rank 5-2.

The green circle is the range from rank 5-2. The white is the increased range from rank 1.

A skill that does a 360 degree spin to attack surrounding enemies, knocking them down in the process.

Windmill's base radius increases with the hitbox size of the user. For example, a Golem will have a gigantic Windmill radius compared to a Human character. However, Windmill's radius for all Player Races are that of a Human.

Character age does affect Windmill's radius by a very small factor.

Despite being a distance-based skill, Windmill can strike the edge of a target's hitbox rather than the center. Therefore, it can strike large enemies, such as the Giant Spider, from long distances.

Note that the radius is the base size of Windmill while the range is the additional radius based on the size of the user's hitbox.

If the player loads Windmill while being knocked back and is struck again with a melee attack, Windmill will immediately activate and cause the attack to completely miss. However, since it is impossible to attack while being knocked back, no damage will be dealt, the animation will not play, but the skill will still enter cooldown.

Players with high Combat Power may find this skill more difficult to train at later ranks due to the large volume of kills required to train it.

Windmill will always automatically execute if the target is struck by a Chain 1 or Chain 2 fighter skill while it is loaded.

If the target is in the process of being knocked back, Chain 1 and Chain 2 fighter skills will still cause Windmill to execute and the Chain skill to be negated, however it will have no effect as a target being knocked back cannot attack.

Training Method

Tips

When training multiple hits/kills, the player must hit four or more targets. To fulfill the "kill" condition, the player must finish all four targets simultaneously. At least one must be "Strong" while the rest are either lower or equal in power or else you will not receive the points.

Making a one person party and setting finish rule to "Anyone in Party," can greatly speed up the process. Pile 4 or more dead monsters near each other and then finish them with Windmill, provided that a monster of the group is a Strong monster.

"Counterattack with Windmill" does not actually mean to use the Counterattack skill. Instead, the requirement is fulfilled by preparing the skill while being knocked down or back (usually against a wall) by an opponent. As soon as the skill is finished loading, it will automatically execute as long as a target is within range. This is how to fulfill the "Counterattack with windmill" requirement in earlier ranks.

Players may use the Rock Throwing action to attract and prevent killing weaker monsters. Likewise, Giants with the Taunt Skill can also attract and prevent killing monsters.

Tir Chonaill (Another World) is an ideal spot for training Windmill, since the Zombies in the graveyard usually appear as Boss for low-leveled players and can fulfill training requirements in higher levels.

The Other Alchemists is an ideal Shadow Mission to train Windmill on as mobs have low health, very high CP (especially on the lower difficulties), and spawn in large numbers.

Kitchen Dungeon is another good training area since the monsters have low health, very high CP, and spawn in large numbers, but be aware that their protection must be reduced first.